RRR is finally available* in the iTunes and the Google Play Store! Although it will be a few hours before the links are active, the game can be found here: iTunes Run Rob Run Running for Mayor is hard work, but fortunately, you can help! Navigate Rob through this treacherous campaign by leaping… Free Buy Now Watch Media DetailsRunning for Mayor is hard work, but fortunately, you can help! Navigate Rob through this treacherous campaign by leaping from rooftop to rooftop, smashing through barriers, and quenching your thirst along the way in this IMPOSSIBLY hard endless runner.Features:-Unlockable costumes-Procedurally generated environment-Ultra-realistic graphics Information Seller: Genre:Action, Arcade Release:Sep 22, 2014 Updated:Nov 30, -0001 Version: Size:0.0 TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal Google Play https://play.google.com/store/apps/details?id=com.runrobrun.app Did I mention its free and universal? Go get it! and please please PLEASE rate it on the respective stores! sink_or_swim Well-Known Member Feb 4, 2012 3,504 5 38 Germany #2 sink_or_swim, Sep 22, 2014 No game center? :/ marcgreiff Member Sep 12, 2011 23 0 0 #3 marcgreiff, Sep 22, 2014 i'll add it in the first update! nightc1 Well-Known Member Oct 19, 2012 4,362 0 0 AL #4 nightc1, Sep 23, 2014 Last edited: Sep 23, 2014 Appinfo seems broken, so here's the url for iTunes: https://itunes.apple.com/us/app/run-rob-run/id915006298?ls=1&mt=8 I may give it a try, but yeah GC is where these games shine. Like the old arcade days of competing for the highscore list position. Edit; Gave the game about 10 tries or so. Graphics, Sound and overall charm are top notch. The game seems well put together ... As if from a seasoned vet. The gameplay variety is pretty nice for this genre, but the jumping parts just doesn't feel right with the way the world is generated. You can't see far enough ahead to make any intelligent decision about how high to jump since you have to charge up for the jump by holding down on the screen. It's just... not fun that way. I like tough games, but I like tough games where it's mainly skill that separates the top scores from the bottom and anyone can stick with it and improve through learning the logic of the game. I hope that makes sense. Overall the experience was nice, GC will make it better, but the gameplay itself is lackluster because of how impossible it is to predict how much to charge each jump. Oh and for those curious. There's no IAP, but there are full screen ads after maybe 5 games. So plenty of playing without interruption. No timers or other freemium garbage. This seems to be a game first. nightc1 Well-Known Member Oct 19, 2012 4,362 0 0 AL #5 nightc1, Sep 23, 2014 Played a little more of this (enough to unlock the Hulk Hogan look-a-like) and gotta stand firm on the gameplay side of things. But to be completely fair I'm not going to post a review to the appstore. I tend to post reviews when I really love a game. In fact I've pulled reviews (easy to do from iTunes on a PC) from games that I fell out of love with before, because I don't think they accurately post my point of view and I'm not really out to do anyone harm by posting some big negative review on the appstore. Most of my negative reviews are for deceptive business practices and to warn other gamers. If you can sort out the jumping mechanic. Maybe change to a more traditional tap to jump and hold that tap to jump higher, I think the gameplay will end up a lot more fun and skill driven. Also I encountered a bug that if I pre-charged my jump while in the air sometimes even after landing for a while it wouldn't jump despite the meter being full. Also when jumping through the glass into some buildings a wooden box would not show on the screen and I'd automatically run into it and then the graphic would show up during the death animation. That made the game extra frustrating since it's hard to avoid something that doesn't show. It could be hiding due to pre-charging the jump, but I don't know for certain. Oh and the intro animation when you start a game for the first time after going in the store or starting the game is far too long. Once someone knows how to play the game they shouldn't really have to sit there for so long. Whatever the case, I LOVE the graphics. The polish on them and all those parallax levels of scrolling backgrounds are a beauty on the eyes. Best of luck to you. marcgreiff Member Sep 12, 2011 23 0 0 #6 marcgreiff, Sep 23, 2014 @nightc1 Thanks, thats actually some really helpful input. For the games jumping mechanic I knew I was taking a risk making a tap and hold thing (i dont know if its been done before?) but as the developer, I had to play this game many, many, many times and I felt the traditional tap to jump was just too easy. I really wanted something that was just out of the users grasp on the first few tries, but not so far that it wouldn't hook you and make you want to master it. Kind of like how flappy bird feels foreign at first, but entices you to to come back to it...that was the thought anyway. Gamecenter is definitely on the way! had some issues regarding iOS 8, and had to get the game out on the market before oct 27th (which is when the toronto mayoral election is). I think you've definitely encountered a new bug, what device/OS version did you encounter it on? I aslo agree about the intro, gets a little long after awhile...you should have seen the first few versions, it was like 30 seconds before you could play the game lol. Looks like it could still use some shortening. thanks for taking the time to add some insight and well thought out criticism. sink_or_swim Well-Known Member Feb 4, 2012 3,504 5 38 Germany #7 sink_or_swim, Sep 23, 2014 The tap and hold to jump takes a bit to get used to but I don't see it as a negative point. For me it's part of the challenge. And I agree that the game might be to simple with the standard Canabalt controls. I'll wait for the GC update and hope to see some TA members on the leaderboards. And maybe you can add some achievements good job. marcgreiff Member Sep 12, 2011 23 0 0 #8 marcgreiff, Sep 23, 2014 @sink_or_swin phew! I'm glad to get some positive feedback on the jump mechanic, like I said, it was a risk, but I wanted something different and unique. I've tried it both ways, and personally i found the jump and charge way more challenging, and driving then the single tap way. Having said that though, its so tough keeping perspective whats enjoyable and whats not in your own game as you have to play the thing a thousand times a day! i can get up to 600m by the way. @nightc1 are you by chance playing it on iPad? nightc1 Well-Known Member Oct 19, 2012 4,362 0 0 AL #9 nightc1, Sep 24, 2014 iPhone 4S with 6.1.3. Maybe not having widescreen is putting me at a disadvantage for predicting jumps? I like runners from time to time. I don't care at all for Flappy Bird. My top distance is 176. I did play enough to grind up and unlock the second character. At no point have I felt skill is required rather than just luck. Trying to predict the glass building with the low ceilings is particularly frustrating. Trying to make precision small jumps is kind of frustratingly difficult since I can't stare at a meter and what's coming ahead. It seems like I could get a feel for how long to hold, but the meter fills so fast it's like a golf game with a power meter that rockets up. I have seen this kind of jumping before. I think it was in an old Donut Game title? I don't want to make it seem like my word is gospel. It may be the game just isn't fun for me. I can see how the game might be too easy with more traditional controls for jumping, but you could counter that by making obstacles like power lines and stuff that would require more short jumps and stuff. Also you could speed up the world more quickly (not to impossible levels just to very very hard speeds). Anyway those are just some ideas. Maybe this'll appeal to flappy gamers or something once GC is integrated. As is, I don't feel like its a game of skill. Jayg2015 Well-Known Member Jan 5, 2015 3,734 41 48 Male Player 1 Liberty city #10 Jayg2015, Nov 8, 2015 Wanted this (You must log in or sign up to post here.) Show Ignored Content Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
Appinfo seems broken, so here's the url for iTunes: https://itunes.apple.com/us/app/run-rob-run/id915006298?ls=1&mt=8 I may give it a try, but yeah GC is where these games shine. Like the old arcade days of competing for the highscore list position. Edit; Gave the game about 10 tries or so. Graphics, Sound and overall charm are top notch. The game seems well put together ... As if from a seasoned vet. The gameplay variety is pretty nice for this genre, but the jumping parts just doesn't feel right with the way the world is generated. You can't see far enough ahead to make any intelligent decision about how high to jump since you have to charge up for the jump by holding down on the screen. It's just... not fun that way. I like tough games, but I like tough games where it's mainly skill that separates the top scores from the bottom and anyone can stick with it and improve through learning the logic of the game. I hope that makes sense. Overall the experience was nice, GC will make it better, but the gameplay itself is lackluster because of how impossible it is to predict how much to charge each jump. Oh and for those curious. There's no IAP, but there are full screen ads after maybe 5 games. So plenty of playing without interruption. No timers or other freemium garbage. This seems to be a game first.
Played a little more of this (enough to unlock the Hulk Hogan look-a-like) and gotta stand firm on the gameplay side of things. But to be completely fair I'm not going to post a review to the appstore. I tend to post reviews when I really love a game. In fact I've pulled reviews (easy to do from iTunes on a PC) from games that I fell out of love with before, because I don't think they accurately post my point of view and I'm not really out to do anyone harm by posting some big negative review on the appstore. Most of my negative reviews are for deceptive business practices and to warn other gamers. If you can sort out the jumping mechanic. Maybe change to a more traditional tap to jump and hold that tap to jump higher, I think the gameplay will end up a lot more fun and skill driven. Also I encountered a bug that if I pre-charged my jump while in the air sometimes even after landing for a while it wouldn't jump despite the meter being full. Also when jumping through the glass into some buildings a wooden box would not show on the screen and I'd automatically run into it and then the graphic would show up during the death animation. That made the game extra frustrating since it's hard to avoid something that doesn't show. It could be hiding due to pre-charging the jump, but I don't know for certain. Oh and the intro animation when you start a game for the first time after going in the store or starting the game is far too long. Once someone knows how to play the game they shouldn't really have to sit there for so long. Whatever the case, I LOVE the graphics. The polish on them and all those parallax levels of scrolling backgrounds are a beauty on the eyes. Best of luck to you.
@nightc1 Thanks, thats actually some really helpful input. For the games jumping mechanic I knew I was taking a risk making a tap and hold thing (i dont know if its been done before?) but as the developer, I had to play this game many, many, many times and I felt the traditional tap to jump was just too easy. I really wanted something that was just out of the users grasp on the first few tries, but not so far that it wouldn't hook you and make you want to master it. Kind of like how flappy bird feels foreign at first, but entices you to to come back to it...that was the thought anyway. Gamecenter is definitely on the way! had some issues regarding iOS 8, and had to get the game out on the market before oct 27th (which is when the toronto mayoral election is). I think you've definitely encountered a new bug, what device/OS version did you encounter it on? I aslo agree about the intro, gets a little long after awhile...you should have seen the first few versions, it was like 30 seconds before you could play the game lol. Looks like it could still use some shortening. thanks for taking the time to add some insight and well thought out criticism.
The tap and hold to jump takes a bit to get used to but I don't see it as a negative point. For me it's part of the challenge. And I agree that the game might be to simple with the standard Canabalt controls. I'll wait for the GC update and hope to see some TA members on the leaderboards. And maybe you can add some achievements good job.
@sink_or_swin phew! I'm glad to get some positive feedback on the jump mechanic, like I said, it was a risk, but I wanted something different and unique. I've tried it both ways, and personally i found the jump and charge way more challenging, and driving then the single tap way. Having said that though, its so tough keeping perspective whats enjoyable and whats not in your own game as you have to play the thing a thousand times a day! i can get up to 600m by the way. @nightc1 are you by chance playing it on iPad?
iPhone 4S with 6.1.3. Maybe not having widescreen is putting me at a disadvantage for predicting jumps? I like runners from time to time. I don't care at all for Flappy Bird. My top distance is 176. I did play enough to grind up and unlock the second character. At no point have I felt skill is required rather than just luck. Trying to predict the glass building with the low ceilings is particularly frustrating. Trying to make precision small jumps is kind of frustratingly difficult since I can't stare at a meter and what's coming ahead. It seems like I could get a feel for how long to hold, but the meter fills so fast it's like a golf game with a power meter that rockets up. I have seen this kind of jumping before. I think it was in an old Donut Game title? I don't want to make it seem like my word is gospel. It may be the game just isn't fun for me. I can see how the game might be too easy with more traditional controls for jumping, but you could counter that by making obstacles like power lines and stuff that would require more short jumps and stuff. Also you could speed up the world more quickly (not to impossible levels just to very very hard speeds). Anyway those are just some ideas. Maybe this'll appeal to flappy gamers or something once GC is integrated. As is, I don't feel like its a game of skill.